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Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Mon Oct 31, 2011 3:59 pm
by JadedDM
(OOC: Ohhh, that. I see. Well, I did give you the opportunity to try that earlier, but you chose to help Jerrard instead. I'm not saying that was the wrong choice, but it was a choice.

On the other hand, I suppose I did rewrite the healing rules to be pretty vague in the area of how much time after the wound is inflicted before treatment can no longer be given. I may want to rethink that in the future. But for now, I'll go ahead and allow Locky to try again. However, note that this isn't a sure thing. Locky needs to pass the healing check, and then Babushka still needs to make the saving throw (with a +7 bonus, due to the poison's weakness, Locky's administrations, and Babushka's gnomish resistance to poison). And because this is a life or death situation, I need to be able to verify the dice rolls. So if Invisible Castle is unavailable to you for any reason, I can roll for you, if need be.)

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Mon Oct 31, 2011 4:07 pm
by Jenara
(OOC: Thank you. :D I was getting rather upset there!!)

Locky tries her best to help her friend, knowing her spell wasn't affective, she fights back the tears, yet try as she might she cannot help her friend...

1d20=14

(Oh dear, its all about the choices you make, for good or bad....)

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Mon Oct 31, 2011 5:07 pm
by JadedDM
(OOC: On a closer examination of the rules, it actually states a healing proficiency check isn't required in this case. So I guess there's still hope here. I normally roll saving throws for you guys, to save time, but as this is a life or death situation, Breila, I leave it in your hands. Make a save vs. poison with a +7 bonus.)

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Mon Oct 31, 2011 5:14 pm
by Breila
(ooc: OK, draw a deep breath.)
Oh! Typed in -7 instead of+7, rolled a 17: 1d20-7=10

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Mon Oct 31, 2011 5:21 pm
by JadedDM
Locky tends to Babushka the best she can, trying to remember everything she can from her studies of anatomy and how the body works. Five agonizingly long minutes pass as everyone watches on in silence.

They say kender are all blessed with extraordinary luck, and perhaps that is the case. Because despite everything, Locky's administrations are able to bolster Babushka's all ready potent immune system, allowing her to fight off the poison on her own.

Jerrard, on the other hand, is another story altogether. So distracted he was, by Babushka's fate, he forgot about his swollen hand where he was bit. His entire body is suddenly wracked with incredible pain and he feels as if his heart might explode from his chest. Dropping to his knees, breaking out in a massive sweat, the world spins all around the wizard. But after a few painful moments, he manages to fight it off and live another day.

==========

Jerrard takes 15 damage from the poison.

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Mon Oct 31, 2011 5:37 pm
by Jenara
Locky cries quite openly, seeing Babuskha survive, her heart sinks into her chest, as she hears Jerrard fall his otherwise tight grip on the Gnome failing as he collapses to the ground.

"Oh no! What have I done!!" Locky leans over, Jerrard, kissing his head. "I forgot you, how awful of me, you should have said."

1d20=17 (Failed).

(Does she still have a cure light left, or did she waste it?)

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Mon Oct 31, 2011 5:42 pm
by JadedDM
(OOC: She still has one left, yes.)

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Mon Oct 31, 2011 5:56 pm
by Jenara
Locky holds her hands on Jerrards, praying to Paladine she lets her final spell flow into him, giving him the healing she can.

1d8=2

"I need to rest, we all need to rest, what if they come again?" She asks, clutching both of her dear friends closely.

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Mon Oct 31, 2011 6:54 pm
by Breila
"I_hope_none_of_them_are_left" Babushka mumbles, hardly aware of her surroundings, utterly exhausted, battered and wounded. She curls up right on the spot, not caring about anything anymore.

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Tue Nov 01, 2011 2:07 pm
by Jerrard
"I can protect us, somewhat." Jerrard forces himself to stand. "I can use my web to block an entrance for sometime. Sunni, Wingnut, please, can you help? We need to place a warning on the other."

He looks to the exit towards the Shroom's bedroom, "I will block this exit." Jerrard, looks to the group, stroking Babs hair for a moment.

With that he lets loose sticky webs blocking the exit, hoping that will help.

"Glad you are ok, I would be quite sad if I lost you." Sitting down he lays Babuskha's head in his lap, covering her with a blanket from his pack. "Sleep."

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Tue Nov 01, 2011 3:38 pm
by JadedDM
Soon the entrance to the prisoner cavern is completely blocked by tough strands of magical webbing.

With that done, Jerrard turns off his lantern, as his oil supply is beginning to run low. He's the only one who can't see in the dark, and he can always turn it back on if something shows up. (OOC: I'm assuming anyway. If I'm wrong, let me know, and I'll edit this.)

The two gnomes continue their work throughout this time, eager to finish so they can leave.

After eighty minutes, the webbing vanishes. After another hour and a half, nothing else bothers them, however.

"We're finished," Sunni announces at this point. "We've come up with a system of ropes and pulleys we can use to lift the horses up. We need to go and set up at the waterfall. We should have everything set up within an hour, then we can start lifting up the horses. We'll need your waterfall key, though."

==============

Jerrard casts Web, blocking the entrance to this cavern.

First Hour - No encounters
Second Hour - No encounters (Web spell ends after the first half of this hour)
Third Hour - No encounters

(Locky and Jerrard can now begin replenishing spells. Remember, it takes 10 minutes per spell level to memorize a spell.)

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Tue Nov 01, 2011 3:45 pm
by Jenara
(Locky will take the same spells as before, adding remove curse as she tried last time. (2hrs 20mins overall).

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Tue Nov 01, 2011 3:50 pm
by Jerrard
(Jerrrard will replace sleep and a magic missile with 2xarmor and regain web)

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Tue Nov 01, 2011 11:05 pm
by Breila
Babushka sleeps the deep sleep of exhaustion, stirring occasionally, perhaps crying out as the spider attacks come back in nightmares.

Re: The Pod-Caverns of the Sinister Shroom (Game Thread VIII

Posted: Tue Nov 01, 2011 11:08 pm
by JadedDM
"So...about the key?" Sunni asks again patiently.